Now that BeamNG has introduced PBR textures, I assume that they'll be used for all textures, including terrain. With the world editor changes still pending, and a folder full of PBR materials I'd like to add to my maps, I'm looking for the material file format. If you're a PBR guru (or anyone who has had success with the new materials), I'd appreciate some guidance. In this thread, @ltntai provides a data file entry for a tire material. Can someone confirm my interpretation of how this would apply to a terrain texture? Code: { "textureName": { "name": "textureName", "mapTo": "mapToName", //or textureName if not mapping to anything else "class" : "Material", "Stages": [ { "ambientOcclusionMap": "aoMapTexture.color.png", "baseColorMap": "detailColorTexture.color.png", "metallicFactor": 0, //Only >0 for materials with metallic reflections "normalMap": "normalTexture.normal.png", //Pattern of bumpiness "roughnessMap": "roughnessMap.png" //Affects reflection properties }, {}, //No idea what goes in these empty square brackets {}, {} ], "dynamicCubemap": true, //Don't know what this is "doubleSided": true, //Texture has front and back sides? "invertBackFaceNormals": true, //Back side has same bumpiness pattern as front? "materialTag0": "beamng", "materialTag1": "anotherTag", //Category tag to classify material "order_simset": 0, //Don't know what this is "version": 1.5 }, Also, are PBR terrain materials defined in a main.materials.json file, or another type of file?
I don't think you can just use tire materials on a terrain, obviously doubleSided and metallic make zero sense in this context, and in terrain materials there are always some extra lines. I would take a look at some existing mods with PBR terrain, such as the Nurburgring mod, and see what the format is there. Square brackets are supposed to be empty I think, you only fill them in if you want extra layers like rust on metal or something.